Gaming machine with history display

ABSTRACT

A gaming system includes a computerized control unit, a wagering apparatus, and a display. The control unit generates random events in a plurality of prior plays of a wagering game. The wagering apparatus receives a wager for each of the prior plays. The display depicts, in a display image available to a player, history information relating to outcomes of the random events that were generated in the plurality of prior plays. The history information may, for example, include time interval information showing an amount of time elapsed since a particular game outcome last occurred, and/or frequency information showing a frequency of occurrence of a particular game outcome.

REFERENCE TO RELATED APPLICATIONS

[0001] This application relates to U.S. application Ser. No. 10/077,667,filed Feb. 15, 2002, and entitled “Gaming Machine With Block Wagering.”

FIELD OF THE INVENTION

[0002] The present invention relates generally to gaming machines and,more particularly, to a gaming machine for displaying, in a displayimage available to a player, history information relating to outcomes ofrandom events that occurred in a plurality of prior plays of themachine.

BACKGROUND OF THE INVENTION

[0003] Gaming machines are operable to play such wagering games asslots, poker, keno, bingo, and blackjack. In response to a wager forpurchasing a play of the game, the machine generates a random (orpseudo-random) event using a random number generator (RNG) and displaysan outcome of the random event on a primary display device in a formthat can be understood by a player. The machine provides an award to theplayer if the outcome is one of the winning outcomes defined by a paytable.

[0004] The probabilities of achieving the different winning outcomesremain constant from one play to the next, i.e., the random eventsgenerated in different plays of the game are independent from eachother. Past outcomes of random events do not influence future outcomes.Nonetheless, some players do not trust gaming machines and thereforebelieve machines manipulate the probabilities in their own favor. Itwould be desirable to provide a gaming machine capable of gaining thetrust of players. Further, some players perceive gaming machines to be“hot” (i.e., frequent payouts) or “cold” (i.e., infrequent payouts)based on witnessing the frequency and/or amount of payouts generated bythe machines over a period of time. Based on a player's perception as towhether a machine is “hot” or “cold,” the player will make a decision asto whether or not to play the machine. It would be desirable to providea gaming machine capable of better communicating information indicativeof past outcomes without requiring a player to witness the machine overan extended period of time.

SUMMARY OF THE INVENTION

[0005] These and other objects are realized by a gaming system includesa computerized control unit, a wagering apparatus, and a display. Thecontrol unit generates random events in a plurality of prior plays of awagering game. The wagering apparatus receives a wager for each of theprior plays. The display depicts, in a display image available to aplayer, history information relating to outcomes of the random eventsthat were generated in the plurality of prior plays. The historyinformation may, for example, include time interval information showingan amount of time elapsed since a particular game outcome last occurred,and/or frequency information showing a frequency of occurrence of aparticular game outcome. A method of operating a gaming machine is alsodisclosed.

BRIEF DESCRIPTION OF THE DRAWINGS

[0006] The foregoing and other advantages of the invention will becomeapparent upon reading the following detailed description and uponreference to the drawings.

[0007]FIG. 1 is an isometric view of a gaming machine embodying thepresent invention.

[0008]FIG. 2 is a block diagram of a control system suitable foroperating the gaming machine.

[0009]FIG. 3 is a display image associated with a keno game conducted onthe gaming machine.

[0010]FIG. 4 is a display image showing history information indicativeof outcomes of random events that occurred in prior plays of the kenogame.

[0011]FIGS. 5a and 5 b are display images associated with a lottery-typegame conducted on the gaming machine.

[0012]FIG. 6 is a display image showing history information indicativeof outcomes of random events that occurred in prior plays of thelottery-type game.

[0013]FIG. 7 is a display image associated with a poker game conductedon the gaming machine.

[0014]FIG. 8 is a display image showing history information indicativeof outcomes of random events that occurred in prior plays of the pokergame.

[0015]FIG. 9 is a display image associated with a reel slot gameconducted on the gaming machine.

[0016]FIG. 10 is a display image showing history information indicativeof outcomes of random events that occurred in prior plays of the reelslot game.

[0017] While the invention is susceptible to various modifications andalternative forms, specific embodiments have been shown by way ofexample in the drawings and will be described in detail herein. Itshould be understood, however, that the invention is not intended to belimited to the particular forms disclosed. Rather, the invention is tocover all modifications, equivalents, and alternatives falling withinthe spirit and scope of the invention as defined by the appended claims.

DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS

[0018] Turning now to the drawings, FIG. 1 depicts a gaming machine 10operable to conduct a wagering game such as slots, poker, keno, bingo,blackjack, and lottery-type games. In operation, the gaming machinereceives a wager from a player to purchase a “play” of the game. In a“play” of the game, the gaming machine generates at least one randomevent using a random number generator (RNG) and provides an award to theplayer for a winning outcome of the random event. The random event(s)varies with the type of wagering game conducted on the gaming machine.

[0019] The gaming machine 10 includes a video display 12 such as a CRT,LCD, plasma, or other type of video display known in the art. Thedisplay 12 is optionally overlaid with a touch screen to facilitateinteraction with the player. In the illustrated embodiment, the gamingmachine 10 is an “upright” version in which the display 12 is orientedvertically relative to the player. Alternatively, the gaming machine maybe a “slant-top” version in which the display 12 is slanted at about athirty-degree angle toward the player of the gaming machine 10.

[0020]FIG. 2 is a block diagram of a control system suitable foroperating the gaming machine 10. Money/credit detector 16 signals acentral processing unit (CPU) 18 when a player has inserted money orplayed a number of credits. The money may be provided by coins, bills,tickets, coupons, cards, etc. Using a button panel 14 (see FIG. 1) orthe touch screen 20, the player may select any variables associated withthe wagering game and place his/her wager to purchase a play of thegame. In a play of the game, the CPU 18 generates at least one randomevent using a random number generator (RNG) and provides an award to theplayer for a winning outcome of the random event. The video display 12represents the random events and outcomes in a visual form that can beunderstood by the player.

[0021] A system memory 22 stores control software, operationalinstructions and data associated with the gaming machine 10. In oneembodiment, the system memory 22 comprises a separate read-only memory(ROM) and battery-backed random-access memory (RAM). However, it will beappreciated that the system memory 22 may be implemented on any ofseveral alternative types of memory structures or may be implemented ona single memory structure. A payoff mechanism 24 is operable in responseto instructions from the CPU 18 to award a payoff to the player. Thepayoff may, for example, be in the form of a number of credits. Thenumber of credits are determined by one or more math tables stored inthe system memory 22.

[0022] In accordance with the present invention, the video display 12can display, in a display image available to a player, historyinformation that tracks outcomes of the random events that weregenerated in a plurality of prior plays of the wagering game conductedon the gaming machine. The history information may be selectivelyaccessed by the player or continuously shown on the main display 12 or asecondary display positioned above the main display. If the historyinformation is to be selectively accessed, the player may, for example,press an onscreen or physical “history” key to view the historyinformation. The display image containing the history information may besuperimposed over the display image previously shown on the display, orentirely replace the previous display image. If the history informationis to be continuously shown, the history information may, for example,be continuously scrolled across a top or bottom portion of the display12 or a secondary display. The history information may be indicative ofthe random events that occurred in any number of prior plays, such as10, 20, 50, or 100 prior plays. The wagering game may, in fact, allowthe player to select the number of prior plays for which the historyinformation is sought. Because the random events generated in the priorplays vary with the type of wagering game conducted on the gamingmachine, the history information also varies with the type of wageringgame.

[0023]FIG. 3 is a display image associated with a keno game conducted onthe gaming machine. The keno game includes an eighty spot keno board 30having spots 32 numbered from “1” to “80”. The spots 32 include up toten spots 32 a selected by the player and twenty spots 32 b randomlyselected by the CPU. The player's spots 32 a may initially be depictedon the display in a first color such as red, while the CPU's spots 32 bmay be depicted in a second color such as yellow. Any matches may beshown, for example, with a third color or a money symbol “$”.

[0024] To play the keno game, a player places a wager using a “bet one”key 34 or a “max bet” key 36. The player selects from three to ten spots32 a on the keno board 30. The player may select his/her own spots 32 aby touching the desired spots directly using the touch screen, or mayhave the CPU randomly select the player's spots 32 a by pressing a“quick pick” key 38. If the player uses the “quick pick” key 38, the CPUselects the same number of spots 32 a that were selected in the priorplay. The player may erase all of the selections and start over bypressing an “erase” key 40. After the player's spots 32 a have beenselected, the player presses a “play” key 42. The CPU then randomlyselects twenty spots 32 b on the keno board 30. The CPU provides anaward to the player based on a number of matches between the player'sspots 32 a and the CPU's spots 32 b. A possible pay table for a ten spotplay (i.e., number of player's spots 32 a is ten) appears below: HitsPay 10 10000 9 5000 8 1200 7 125 6 16 5 3 4 1

[0025]FIG. 4 is a display image showing history information indicativeof outcomes of random events that were generated in a plurality of priorplays of the keno game. Specifically, the history information isindicative of random keno numbers selected by the CPU in the pluralityof prior plays. The player may access the history information bypressing a “history” key 44 on the main display image in FIG. 3. Thehistory information includes a frequency table 50 listing, by number,the eighty possible keno spots 32 and the number of occurrences of eachof these keno spots 32 (i.e., number of times that each of these kenospots 32 has been randomly selected by the CPU as a CPU spot 32 b) inthe plurality of prior plays. The history information also includes atop ten “hot” list 52 of the most frequent keno spots 32 b selected bythe CPU in the plurality of prior plays. The player may return to thekeno game by pressing a “back to game” key 54.

[0026]FIGS. 5a and 5 b are display images associated with a lottery-typegame conducted on the gaming machine. Referring first to FIG. 5a, thelottery-type game includes a primary lottery board 60 having white spots62 numbered from “1” to “49” and a bonus lottery board 64 having redspots 66 numbered from “1” to “42”. To play the lottery-type game, aplayer places a wager using a “bet one” key 68 or a “max bet” key 70.The player then selects five white spots 62 a on the primary lotteryboard 60 and one red bonus spot 66 a on the bonus lottery board 64. Theplayer may select his/her own spots 62 a and 66 a by touching thedesired spots directly using the touch screen, or may have the CPUrandomly select the player's spots 62 a and 66 a by pressing a “quickpick” key 72. The player may erase all of the selections and start overby pressing an “erase” key 74. After the player's spots 62 a and 66 ahave been selected, the player presses a “play” key 76.

[0027] The display image then transforms to the image shown in FIG. 5b,which depicts a pair of drums 80 and 84. The primary drum 80 containswhite lottery balls 82 numbered from “1” to “49”, while the bonus drum84 contains red bonus balls 86 numbered from “1” to “42”. The CPUrandomly draws five white lottery balls 82 a from the primary drum 80and one red bonus ball 86 a from the bonus drum 84. The numbers of theplayer's spots 62 a and 66 a are shown in region 88 of the displayimage. The CPU provides an award to the player based on (1) a number ofmatches between the player's white spots 62 a and the CPU's whitelottery balls 82 a and (2) a match “B” between the player's red bonusspot 66 a and the CPU's red bonus ball 86a. A possible pay table appearsbelow, where “B” indicates a match between the player's red bonus spot66 a and the CPU's red bonus ball 86 a: Hits Pay 5 + B Jackpot 5 1000004 + B 5000 4 100 3 + B 100 3 7 2 + B 7 1 + B 4 B 3

[0028]FIG. 6 is a display image showing history information indicativeof outcomes of random events that were generated in a plurality of priorplays of the lottery-type game. Specifically, the history information isindicative of random lottery numbers selected by the CPU in theplurality of prior plays. The player may access the history informationby pressing a “history” key 78 on the main display image in FIGS. 5a and5 b. The history information includes a first frequency table 90listing, by number, the forty nine possible white lottery balls 82 andthe number of occurrences of each of these white lottery balls 82 (i.e.,number of times that each of these white lottery balls 82 has beenrandomly selected by the CPU as a drawn white lottery ball 82 a) in theplurality of prior plays. The history information includes a secondfrequency table 92 listing, by number, the forty two possible red bonusballs 86 and the number of occurrences of each of these red bonus balls86 (i.e., number of times that each of these red bonus balls 86 has beenrandomly selected by the CPU as a drawn red bonus ball 86 a) in theplurality of prior plays. The history information also includes a pairof “hot” lists 94 and 96 of the five most frequent white lottery balls82 a and the most frequent red bonus ball 86 a, respectively, drawn bythe CPU in the plurality of prior plays. The player may return to thelottery-type game by pressing a “back to game” key 98.

[0029]FIG. 7 is a display image associated with a Jacks or Better pokergame conducted on the gaming machine. To play the poker game, a playerplaces a wager using a “bet one” key 100 or a “max bet” key 102. Inresponse to pressing the “max bet” key 102, or a “deal” key 104 for awager less than the maximum, the CPU randomly selects and deals a handof five playing cards 106 from a deck. The cards are dealt face up sothat their numbers and suits are visible to the player. The player maythen select which of the playing cards 106 to hold and accordingly whichof the playing cards to discard by either pressing “hold” keys 108associated with the respective cards 106 or touching the cards 106themselves. When the “hold” key 108 or associated card is touched, the“hold” indicia on the “hold” key 108 transforms from “hold” to “held” toindicate that the card will be held. After the player makes his/herselections, the player presses a “draw” key 110.

[0030] The CPU, in turn, replaces the discarded cards with cardsrandomly selected and dealt from the remaining cards in the deck. Thereplacement cards are dealt face up so that their numbers and suits arevisible to the player. The CPU provides an award to the player based onthe resulting hand. A possible pay table for the Jacks or Better pokergame appears below: Hand Pay Royal Flush 250 Straight Flush 50 4 of aKind 25 Full House 9 Flush 6 Straight 4 3 of a Kind 3 2 Pair 2 Jacks orBetter 1

[0031]FIG. 8 is a display image showing history information indicativeof outcomes of random events that were generated in a plurality of priorplays of the poker game. Specifically, the history information isindicative of playing cards selected by the CPU in the plurality ofprior plays. The player may access the history information by pressing a“history” key 112 on the main display image in FIG. 7. The historyinformation includes a first frequency table 120 listing possiblewinning poker hands and the number of occurrences of each hand in theplurality of prior plays. The history information includes a secondfrequency table 122 listing possible card suits and the number ofoccurrences of each suit in the plurality of prior plays. The historyinformation includes a third frequency table 124 listing possible cardranks (i.e., Ace through King) and the number of occurrences of eachrank in the plurality of prior plays. Finally, the history informationincludes a fourth frequency table 126 listing possible playing cards(both suit and rank) and the number of occurrences of each card on thedeal and on the draw in the plurality of prior plays. The historyinformation also includes “hot” lists 128 of the most frequent playingcards selected by the CPU on the deal and on the draw in the pluralityof prior plays. If desired, similar “hot” lists may be provided forwinning poker hands, card suits, and card ranks. The player may returnto the poker game by pressing a “back to game” key 130.

[0032]FIG. 9 is a display image associated with a reel slot gameconducted on the gaming machine. To play the slot game, a player placesa wager using a “bet one” key 140 or a “max bet” key 142. In response topressing the “max bet” key 142, or a “spin reels” key 144 for a wagerless than the maximum, the CPU spins and randomly stops a plurality ofsymbol-bearing reels 146 to place symbols on the reels 146 in visualassociation with at least one pay line 148. Additional pay lines may beprovided, in which case the player is allowed to wager on more than onepay line.

[0033] The slot game may be a hold-and-respin game that permits theplayer to hold the results of one or more reels 146 and spin theremaining reels a second time in an attempt to improve the result. Theplayer may select which of the reels 146 to hold and accordingly whichof the reels 146 to respin by pressing “hold” keys 150 associated withthe respective reels 146. When the “hold” key 150 is touched, the “hold”indicia on the “hold” key 150 transforms from “hold” to “held” toindicate that the reel will be held. After the player makes his/herselections, the player presses the “spin reels” key 144. The CPU, inturn, respins and stops the unheld reels to place replacement symbols onthese reels in visual association with the pay line 148. The CPUprovides an award to the player based on the resulting combination ofsymbols along the pay line 148. For the sake of simplicity inillustrating the present invention, a possible pay table for the slotgame appears below: Symbol Combination Pay 7 7 7 50 Bell Bell Bell 20Cherry Cherry Cherry 10 Blank Blank Blank 1

[0034]FIG. 10 is a display image showing history information indicativeof outcomes of random events that were generated in a plurality of priorplays of the reel slot game. Specifically, the history information isindicative of reel symbols landing along the pay line 148 in theplurality of prior plays. The player may access the history informationby pressing a “history” key 152 on the main display image in FIG. 9. Thehistory information includes a first frequency table 160 listingpossible winning symbol combinations and the number of occurrences ofeach combination in the plurality of prior plays. The historyinformation includes a second frequency table 162 listing possible reelsymbols on re-spin and the number of occurrences of each reel symbolalong the pay line 148 on the re-spin in the plurality of prior plays.If desired, “hot” lists may be provided for winning symbol combinationsand/or reel symbols especially if there is a large variety of eitheritem. The player may return to the slot game by pressing a “back togame” key 164.

[0035] The history display of the present invention offers a number ofsignificant advantages. First, the history display assists in gainingthe trust of players who perceive gaming machines as manipulating theprobabilities in their own favor. The history display serves as anaccounting of recent plays and may reassure players that the machinedoes, in fact, pay out. For more sophisticated players, the historydisplay may even serve as evidentiary proof of the math and pay tablesunderlying the game. Second, the history display serves as a powerfulpsychological tool that can take advantage of player perceptions. Thehistory display communicates information indicative of past outcomeswithout requiring a player to witness the machine over an extendedperiod of time. Based on this information, the player may perceive themachine or certain outcomes to be “hot” or “cold” or due to hit and makehis/her play decisions accordingly. The history display subtlyencourages players to strategize their play and alter their playstrategies from the norm. For example, in the case of machines attachedto progressive jackpots or large jackpot giveaways, on the one hand someplayers may avoid such machines because they do not believe the jackpotsto be achievable. On the other hand, some players may gravitate towardsuch machines when they believe the jackpot is due to hit. The historydisplay may communicate to players when the last jackpot occurred,thereby providing players with a psychological benefit that the jackpotis achievable and/or is due to hit.

[0036] While the present invention has been described with reference toone or more particular embodiments, those skilled in the art willrecognize that many changes may be made thereto without departing fromthe spirit and scope of the present invention.

[0037] For example, the number of plays in the plurality of prior playsmay be a fixed number as illustrated, or may be varied by the player.

[0038] Instead of or in addition to showing the frequency of outcomes,the history information may include time interval information showing anamount of time elapsed since certain specified outcomes last occurred.Each specified outcome, such as a symbol combination in a slot game, maybe associated with a respective timer counting up from 00:00:00:00(i.e., days, hours, minutes, seconds): Symbol Combination Last Hit 7 7 700:03:26:10 Bell Bell Bell 00:00:17:54 Cherry Cherry Cherry 00:00:03:27Blank Blank Blank 00:00:01:19

[0039] Upon the occurrence of one of the specified outcomes, therespective timer for that outcome is reset to zero. If the outcomes arescrolled across the main display or a secondary display, the outcomesmay be scrolled in descending order (as they appear, for example, in apay table) or in a random order. After a certain amount of time, thescrolled information may appear as follows: “. . . 7, 7, 7 last hit00:03:26:10 Bell, Bell, Bell last hit 00:00:17:54 Cherry, Cherry, Cherrylast hit 00:00:03:27 . . . ” The timers continue to count up during thescroll. Each timer may track the total real time or the total playingtime (with coin-in) elapsed since the associated outcome last occurred.

[0040] Certain outcomes, such as less desirable outcomes and outcomesthat yield lower awards, may not be tracked and may therefore beexempted from the scrolled information. In the case of a slot game, forexample, the history information may track only the highest payingsymbol combination(s), combinations that trigger progressive jackpots orjackpot giveaways, symbols that are part of the highest paying symbolcombination(s), symbols that pay individually, and symbols that triggera bonus or bonus feature.

[0041] A gaming machine may track and display a predetermined orvariable number of past outcomes and integrate such outcomes into theplay of the game. For example, in the case of a slot game, the machinemay track a predetermined number (e.g., five) of past winning symbolcombinations, display the past winning combinations on a secondary videodisplay, and provide a “repeat win” bonus to the player if a currentplay of the game yields one of the past winning combinations shown onthe secondary display. The “repeat win” bonus may, for example, be asecondary game feature, a credit amount, or multiplication of the normalpayout for the winning combination by a multiplier.

[0042] Past winning combinations may enter and leave the secondarydisplay in a first-in, first-out (FIFO) scheme, random scheme, or aranked/priority scheme where winning combinations remain on the displayfor different periods of time based on such factors as probability ofoccurrence, payout value, previous “repeat win” bonuses, etc. A pastwinning combination on the secondary display may be immediately removedfrom the display in response to a “repeat win” bonus involving thatcombination, or may remain on the display until removed by virtue ofnormal operation of the selected scheme. After a player terminateshis/her game session, the secondary display may reset to display no pastwinning combinations or a predetermined starting set of winningcombinations.

[0043] The “repeat win” bonus may vary for different winningcombinations. For example, if the “repeat win” bonus is multiplicationof the normal payout for a winning combination by a multiplier, themultiplier may vary with the probability of achieving the winningcombination such that, for example, the lower the probability ofachieving the winning combination, the higher the multiplier. Themultiplier for repeating a less probable winning combination of 7, 7, 7shown on the secondary display may be 10×, while the multiplier forrepeating a more probable winning combination of Cherry, Cherry, Cherrymay be 3×. If a current play of the game yields a winning combinationthat appears more than once on the secondary display, the “repeat win”bonus may enhanced, e.g., repeated by the number of times that thewinning combination appears on the display.

[0044] Instead of only tracking past winning outcomes on the secondarydisplay, the history information may track past losing outcomes, anypast outcomes (winning or losing), past symbols, or other past eventsand provide a “repeat event” bonus to the player if a current playyields one of the past events shown on the secondary display.

[0045] Each of these embodiments and obvious variations thereof iscontemplated as falling within the spirit and scope of the claimedinvention, which is set forth in the following claims:

What is claimed is:
 1. A gaming system comprising: a computerizedcontrol unit for generating random events in a plurality of prior playsof a wagering game, the wagering game being selected from a groupconsisting of slots, poker, keno, bingo, blackjack, and a lottery-typegame; a wagering apparatus for receiving a wager for each of the priorplays; and a display for displaying, in a display image available to aplayer, history information relating to outcomes of the random eventsthat were generated in the plurality of prior plays.
 2. The system ofclaim 1, wherein the control unit, the wagering apparatus, and thedisplay are included in an electronic gaming machine.
 3. The system ofclaim 1, wherein the display includes a video display.
 4. The system ofclaim 1, wherein the wagering game includes keno, the historyinformation being indicative of random keno numbers generated by thecontrol unit in the plurality of prior plays.
 5. The system of claim 4,wherein the history information includes a frequency table listingpossible keno numbers capable of being generated and the random kenonumbers generated in the plurality of prior plays.
 6. The system ofclaim 4, wherein the history information includes a list of mostfrequently generated ones of the random keno numbers generated in theplurality of prior plays.
 7. The system of claim 1, wherein the wageringgame includes a lottery-type game, the history information beingindicative of random lottery numbers generated by the control unit inthe plurality of prior plays.
 8. The system of claim 7, wherein thehistory information includes a frequency table listing possible lotterynumbers capable of being generated and the random lottery numbersgenerated in the plurality of prior plays.
 9. The system of claim 7,wherein the history information includes a list of most frequentlygenerated ones of the random lottery numbers generated in the pluralityof prior plays.
 10. The system of claim 1, wherein the wagering gameincludes poker or blackjack, the history information being indicative ofplaying cards generated by the control unit in the plurality of priorplays.
 11. The system of claim 10, wherein the history informationincludes a frequency table listing possible playing cards capable ofbeing generated and the playing cards generated in the plurality ofprior plays.
 12. The system of claim 10, wherein the history informationincludes a frequency table listing possible hands capable of beinggenerated and the hands generated in the plurality of prior plays. 13.The system of claim 10, wherein the history information includes a listof most frequently generated ones of the playing cards generated in theplurality of prior plays.
 14. The system of claim 1, wherein the historyinformation includes time interval information showing an amount of timeelapsed since a particular game outcome last occurred.
 15. The system ofclaim 1, wherein the history information includes frequency informationshowing a frequency of occurrence of a particular game outcome.
 16. Thesystem of claim 1, wherein the outcomes include winning outcomesappearing in a pay table for the wagering game.
 17. A method ofoperating a gaming machine comprising: generating random events in aplurality of prior plays of a wagering game conducted via the gamingmachine, the wagering game being selected from a group consisting ofslots, poker, keno, bingo, blackjack, and a lottery-type game; receivinga wager for each of the prior plays; and displaying, in a display imageavailable to a player, history information relating to outcomes of therandom events generated in the plurality of prior plays.
 18. The methodof claim 17, wherein the display includes a video display.
 19. Themethod of claim 17, wherein the wagering game includes keno, the historyinformation being indicative of random keno numbers generated by thecontrol unit in the plurality of prior plays.
 20. The method of claim19, wherein the history information includes a frequency table listingpossible keno numbers capable of being generated and the random kenonumbers generated in the plurality of prior plays.
 21. The method ofclaim 19, wherein the history information includes a list of mostfrequently generated ones of the random keno numbers generated in theplurality of prior plays.
 22. The method of claim 17, wherein thewagering game includes a lottery-type game, the history informationbeing indicative of random lottery numbers generated by the control unitin the plurality of prior plays.
 23. The method of claim 22, wherein thehistory information includes a frequency table listing possible lotterynumbers capable of being generated and the random lottery numbersgenerated in the plurality of prior plays.
 24. The method of claim 22,wherein the history information includes a list of most frequentlygenerated ones of the random lottery numbers generated in the pluralityof prior plays.
 25. The method of claim 17, wherein the wagering gameincludes poker or blackjack, the history information being indicative ofplaying cards generated by the control unit in the plurality of priorplays.
 26. The method of claim 25, wherein the history informationincludes a frequency table listing possible playing cards capable ofbeing generated and the playing cards generated in the plurality ofprior plays.
 27. The method of claim 25, wherein the history informationincludes a frequency table listing possible hands capable of beinggenerated and the hands generated in the plurality of prior plays. 28.The method of claim 25, wherein the history information includes a listof most frequently generated ones of the playing cards generated in theplurality of prior plays.
 29. The method of claim 17, wherein thehistory information includes time interval information showing an amountof time elapsed since a particular game outcome last occurred.
 30. Themethod of claim 17, wherein the history information includes frequencyinformation showing a frequency of occurrence of a particular gameoutcome.
 31. The method of claim 17, wherein the outcomes includewinning outcomes appearing in a pay table for the wagering game.
 32. Agaming system comprising: a computerized control unit for generatingrandom events in a plurality of prior plays of a wagering game, thewagering game being selected from a group consisting of slots, poker,keno, bingo, blackjack, and a lottery-type game; a wagering apparatusfor receiving a wager for each of the prior plays; and a display fordisplaying, in a display image available to a player, historyinformation relating to when one or more outcomes of the random eventsoccurred.
 33. The system of claim 32, wherein the history informationincludes time interval information showing an amount of time elapsedsince a particular game outcome last occurred.
 34. The system of claim32, wherein the one or more outcomes includes an outcome that yields aprogressive jackpot or jackpot giveaway.